Zexopal
A millennium ago, Zexopal was a minor celestial of no great power. But she showed promise, talent in the arts of combat and a strict sense of right and wrong. Throughout the years the god she served promoted her, through the ranks and granted her new bodies of greater and greater power. At the height of her career, Zexopal’s god gave her a new body and set of powers, a completely unique one among celestials. She became a general, a leader among a celestial army, determined to bring death to her foes.
Five hundred years ago she came into conflict with a devil lord who had control over a large army of his own. Zexopal planned a coup against him, snuck herself into his private chamber, killed his three most powerful guards and subdued him. She brought the devil back to her god to be properly judged, but before the judgment and execution could take place a group of devils raided the temple and freed the devil. Zexopal fumed with anger and held a personal vendetta against the devil. At the final battle she cut her way through the troops to her enemy. She struck him down and faced a choice. She could take the devil in to be properly tried, or she could kill him there and then, and make sure he never escaped. Pausing only a moment to consider, she cut off the head of her enemy. Zexopal’s god was furious when he heard what she had done. With one word he thrust her from heaven onto the material plane. She retained her powers and body, but could not return to her home plane.
Zexopal still fights for justice, but she no longer believes in law. She believes the system does not work, that too many evil men get away and too many innocents get hurt. Now she hunts evil creatures and men, killing them and binding their souls into black sapphires so they can never be raised. She has amassed a small cult of followers who are determined to wipe out evil from the world. Zexopal cares deeply for her followers and she does everything in her power to protect them. While she undoubtedly could leave this plane if she wanted to, she chooses to stay here, where she believes she can make the most difference.
Zexopal appears as a humanoid with silver wings. Her skin is metallic and red and her eyes glow a golden color. She wears a white robe and carries a huge, golden bastard sword.
Large Outsider (Chaotic, Good, Extraplanar)
Hit Dice: 31d8+155 (298)
Initiative: +8
Speed: 30 ft, fly 80 ft (perfect)
Armor Class: 38 (+8 dex, +20 natural)
Base Attack/Grapple: +31/+38
Attack: +4 Holy Bastard Sword (+42/+37/+32/+27)
Damage: +4 Holy Bastard Sword (2d6+11(+2d6 against evil))
Space/Reach: 5ft/5ft
Special Attacks: Smite Evil, Holy Slash, Eye Beam, Spell-Like Abilities
Special Qualities: Damage Reduction 10/Cold Iron, Spell Resistance 33, Fast Healing 5, Evasion, Fire Immunity, Lightning Immunity, Take Off
Saves: Fort +38, Ref +41, Will +37
Abilities: Str 24, Dex 26, Con 21, Int 20, Wis 18, Cha 20
Skills: Intimidate +39, Tumble +42, Move Silently +42, Hide +42, Listen +40, Spot +40, Search +39, Diplomacy +39, Bluff +39, Sense Motive +39, Concentration +39, Decipher Script +39, Use Magic Device +39
Feats: Fly-By Attack, Spring Attack, Power Attack, Expertise, Cleave, Mobility, Great Cleave, Iron Will, Lightning Reflexes, Great Fortitude, Alertness
Environment: Any
Organization: Solitary or with 3-5 cultists
Challenge Rating: 15
Treasure: +4 Holy Sword
Alignment: Always Chaotic Good
Advancement: None
Level Adjustment:
Smite Evil: Once per a day as the paladin ability.
Holy Slash: In Zexopal’s hands (and no one else’s) the +4 holy bastard sword she has deals an additional 2d6 holy damage to undead and evil outsiders. On a successful critical hit against undead and evil outsiders (even though undead are immune) all damage (including holy damage) is doubled. If the sword is destroyed, Zexopal can restore it to its full power, even if it was destroyed by an ability such as “Mage’s Disjunction,” so long as she has all of the pieces. Remains of the sword such as through a “disintegrate” spell can also be used to restore the sword. The sword has +20 to all saving throws.
Eye Beam: As a full round action, Zexopal can release a 300 ft long ray from her eyes, requiring a ranged touch attack (+39.) The targeted creature takes 15d6 fire damage and is affected as though a targeted “Greater Dispel Magic” spell, cast by a 20th level sorcerer.
Spell-Like Abilities: 3/day Invisibility, Heal 1/day Soul Bind, Raise Dead
Take Off: When Zexopal takes off and begins flying from the ground, she can fly up to 500 feet in that round. When pursuing a foe, Zexopal tends to repeatedly use this ability, landing at the end of every round.
Evasion: As the rogue ability.
